Esempio n. 1
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        _cruiserEnemy._currentSpeed    = Mathf.Lerp(_cruiserEnemy._currentSpeed, _targetSpeed, Time.deltaTime * 0.5f);
        _cruiserEnemy._currentMinTurn += Time.deltaTime * 0.01f;
        _cruiserEnemy.Move(_targetPos);
        _cruiserEnemy.TargetPos = _targetPos;

        if (Vector3.Distance(_transform.position, _targetPos) < _cruiserEnemy.TargetDistanceToPoint)
        {
            animator.SetTrigger("Patrolling");
        }

        if (Vector3.Distance(_transform.position, _player.position) < 300)
        {
            if (_shieldUp == true)
            {
                // Shield Down
                _shieldUp = false;
                _cruiserEnemy.shieldDown();
            }
        }
        else
        {
            if (_shieldUp == false)
            {
                // Shield Up
                _shieldUp = true;
                _cruiserEnemy.shieldUp();
            }
        }
    }
Esempio n. 2
0
    // Act on the current states logic
    void Act(Animator animator)
    {
        _cruiserEnemy.TargetPos = _player.transform.position;
        _cruiserEnemy.Move(_player.transform.position);

        Vector3 toPosition      = (_player.position - _transform.position).normalized;
        float   angleToPosition = Vector3.Angle(_transform.forward, toPosition);

        _cruiserEnemy._currentMinTurn += Time.deltaTime * 0.005f;

        if (angleToPosition < 1)
        {
            if ((_attackTimer += Time.deltaTime) > 6)
            {
                _cruiserEnemy.CruiserAttack();
                animator.SetTrigger("Escape");
            }
            else
            {
                _cruiserEnemy._currentSpeed = Mathf.Lerp(_cruiserEnemy._currentSpeed, _targetAttackSpeed, Time.deltaTime * 0.8f);
            }
        }
        else
        {
            _attackTimer = 0.0f;
            _cruiserEnemy._currentSpeed = Mathf.Lerp(_cruiserEnemy._currentSpeed, _targetSpeed, Time.deltaTime * 0.8f);
        }

        if (Vector3.Distance(_transform.position, _player.position) < 300)
        {
            if (_shieldUp == true)
            {
                // Shield Down
                _shieldUp = false;
                _cruiserEnemy.shieldDown();
            }
        }
        else
        {
            if (_shieldUp == false)
            {
                // Shield Up
                _shieldUp = true;
                _cruiserEnemy.shieldUp();
            }
        }
    }